Vehicle Keys makes every car on your server something a player has to hold the key to. Keys are real inventory items carrying the plate, so they can be lost, handed over, copied at a locksmith or recovered at the bank — and everything else is built around them: a fob click that locks the doors and flashes the lights, an engine that will not start without the key, and NPC traffic that stays locked until somebody hotwires it, picks the lock or pulls the driver out at gunpoint.
Around the keys sits a full vehicle toolkit: license plate swaps that carry the new plate through garages, trunks and trackers, GPS trackers that find a car on the map, a diagnostic tablet for mechanics and a tint meter for police, a boat anchor, and an admin vehicle manager that sends any owned car's key to its owner. It runs on ESX, QBCore and Qbox, finds your inventory on its own, ships 41 languages and needs no SQL import.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the tracker table and admin access. | |
The eight items, ready to paste for ox_inventory, qb-inventory and qs-inventory. | |
Moving from qb-vehiclekeys, qbx_vehiclekeys or any other key system, and what keeps working. | |
Every feature as players meet it — locks, engine, theft, sharing, plates, trackers, diagnostics, the anchor and the admin panel — with the settings that shape each one. | |
Frameworks, inventories, targets, text UI, dispatch, sounds and garages — and how each one is detected. | |
Commands and keybinds, plus the exports and events for driving it from your own scripts. | |
What each problem means, and the setting that fixes it. |
What it does#
Area | Details |
|---|---|
Keys | Every key is a unique inventory item holding the plate and the model. Registered owners can be let in without one, and an admin master key opens anything. |
Locks and engine | Lock and unlock with a fob animation, flashing lights and sound, synced for everyone. The engine needs the key, can keep running when you step out, and the wheels hold their angle. |
Theft | Hotwiring with a skill check, standard and advanced lockpicks with car alarms, and stealing keys from NPC drivers at gunpoint — each with its own police requirement and dispatch chance. |
Sharing | Hand a key to a nearby player from a menu, buy copies at a locksmith, recover a lost key for any car you own, and clear out keys you no longer need. |
Plates | Swap plates with a plate item and a screwdriver. The database, the garage, trunks, gloveboxes, trackers and the keys themselves follow the new plate. |
GPS trackers | Fit a tracker to a car, find it on the map from a handheld receiver, and strip one off with a minigame. |
Mechanic and police tools | A diagnostic tablet — engine, body, oil, fuel, temperature, upgrades and tyres, live — and a window-tint meter, each limited to the jobs you choose. |
Boats | Lower and raise an anchor that holds the boat where it is. |
Admin | A vehicle manager over every owned car: search by plate or owner, filter by in garage or outside, send the key to the owner, take one yourself, or teleport to the car. |
Languages | 41 translations, with English filling in anything a language is missing. |
Driving it from your own scripts? A garage hands over the key with one export when it spawns a car, a job script takes it back when the van is returned, and anything can ask whether a player may use a vehicle. See Commands and Exports.



